-Would be nice if werewolf form allowed the generation of ultimate. As of right now there is no real reward for performing well in combat as a wolf. The rest of gameplay, revolves around ultimate generation, rewarding skilled gameplay with more ultimate, and faster chaining of ultimate abiliites.
-As of right now if a werewolf wipes out an entire enemy raid then proceeds to run out of food to sustain form they will transform back into human form, with an empty ultimate pool.
-Adding ultimate generation to werewolf would promote skilled werewolf gameplay, and reward successful werewolf sessions. In pve you would be able to get back into wolf if your group needed to break.
Ever thought that permanent form isn’t the design goal? If it were, the timer wouldn’t be there in the first place. No ultimate in the game allows permanent use. Not even overload.
Too strong.
Yes, it is okay if the party moves fast.Ever thought that permanent form isn’t the design goal? If it were, the timer wouldn’t be there in the first place. No ultimate in the game allows permanent use. Not even overload.
Not necessarily true, the "Call of the Pack" passive kinda contradicts that statement.Too strong.
I've always said that permawolf has a higher potential than the werewolf that just transform to burst someone down, but it requires more skill to execute. There are many ways to play "permawolf" and the last passive in the skilline is the best way to achieve that. Practice is key here.
And I strongly agree with juhasow that werewolf doesn't need an easier time maintaining form.
If ZOS fix the bug with the missing 10k resistance, Werewolfs are in a really good spot, and don't need further changes.
Unknown_Redemption wrote: »
Call of the Pack could give an extra 5% Weapon Damage per WW within 20 meters. And just give the base WW a slower decay timer.
Unknown_Redemption wrote: »Yes, it is okay if the party moves fast.Ever thought that permanent form isn’t the design goal? If it were, the timer wouldn’t be there in the first place. No ultimate in the game allows permanent use. Not even overload.
Not necessarily true, the "Call of the Pack" passive kinda contradicts that statement.Too strong.
I've always said that permawolf has a higher potential than the werewolf that just transform to burst someone down, but it requires more skill to execute. There are many ways to play "permawolf" and the last passive in the skilline is the best way to achieve that. Practice is key here.
And I strongly agree with juhasow that werewolf doesn't need an easier time maintaining form.
If ZOS fix the bug with the missing 10k resistance, Werewolfs are in a really good spot, and don't need further changes.
The chief complaint is wanting to remain as a WW in PUGs, and not being able to; as most new players take 30 seconds between pulls. On any other character I am fine being in chill mode, but in this capacity it is just frustrating.
Another alternative is to change into WW initially with a 30second timer, then allow devour to fill up to a max of 2min.
Personally I’d rather fight a werewolf that has been transformed for 2 hours than 2 seconds. They are much scarier with human buffs still active. I don’t think there would be any huge downside to removing the timer, provided the other mechanics stayed the same: still a high cost ultimate that has to be activated.
I would say you´ve had bad luck with the PUG´s then. I haven´t faced any issues staying in WW-form during any dungeon unless I need to speak to a quest-giver
Nord_Raseri wrote: »agreed. vamps get all there bonuses 100% of the time without having to use any ultimate, why can't a werewolf stay in werewolf form for all the time in between fighting if that's what they really want? either way I'm sure they'd still transform back to normal in open world pvp(that seems to be everyone who's against it's argument is really about) in order to mount because of the whole ESO horse simulator that is cyrodiil. if it's because of BGs, there's more than enough stamblades to easily murder the werewolf. other than that, why would anyone have an issue if someone else wants to run around the map as a werewolf?
Unknown_Redemption wrote: »
leepalmer95 wrote: »Nord_Raseri wrote: »agreed. vamps get all there bonuses 100% of the time without having to use any ultimate, why can't a werewolf stay in werewolf form for all the time in between fighting if that's what they really want? either way I'm sure they'd still transform back to normal in open world pvp(that seems to be everyone who's against it's argument is really about) in order to mount because of the whole ESO horse simulator that is cyrodiil. if it's because of BGs, there's more than enough stamblades to easily murder the werewolf. other than that, why would anyone have an issue if someone else wants to run around the map as a werewolf?
WW's get a lot more bonus in ww form that vamps do out of form.
Also vamps take fire dmg bonus which is a lot more common than poison dmg which ww takes bonus dmg from.
leepalmer95 wrote: »Nord_Raseri wrote: »agreed. vamps get all there bonuses 100% of the time without having to use any ultimate, why can't a werewolf stay in werewolf form for all the time in between fighting if that's what they really want? either way I'm sure they'd still transform back to normal in open world pvp(that seems to be everyone who's against it's argument is really about) in order to mount because of the whole ESO horse simulator that is cyrodiil. if it's because of BGs, there's more than enough stamblades to easily murder the werewolf. other than that, why would anyone have an issue if someone else wants to run around the map as a werewolf?
WW's get a lot more bonus in ww form that vamps do out of form.
Also vamps take fire dmg bonus which is a lot more common than poison dmg which ww takes bonus dmg from.